So i have always wondered why the dirt mapping looks different to what it is in zmodeler. So i applied the texture with the mesh over layed to see what happens in game.As you can see from the first pic that's what it's meant to look like and the second is it messed up.But it seems to work fine on a single quad, no distortion at all.

Do you have any idea what could be happening. Or maybe away to bypass what's happening.

Porting zmodeler2 filters into zmodeler3 is a headache.. I'm having bad time porting Nfs:Shift (zmodeler2) to ProjectCars (zmodeler3) filter at the moment and it goes very slow (due to a significant changes in materials and scene core). very close to "write it complete from scratch" instead of "try to redesign and port it".

Oleg wrote:Porting zmodeler2 filters into zmodeler3 is a headache.. I'm having bad time porting Nfs:Shift (zmodeler2) to ProjectCars (zmodeler3) filter at the moment and it goes very slow (due to a significant changes in materials and scene core). very close to "write it complete from scratch" instead of "try to redesign and port it".

Is it theoretically possible that making a new shader to handle what shader CarPaint2 does but call CarPaint3 and it work.

This sucks because i want to make my own dirt and damage texture but can't as you can't tell what the uv will do.